How can I make a Voronoi fracture in Blender?
The Voronoi texture node can be set to output 'Position', (The position of the feature-point of the cell, in the space the texture is given,) and 'Color', (a random color per cell). These numbers let you make switches, in a similar way to this answer.
First, the Kintsugi cracks, as described by @Chris:


The 'Scale' input gives a general size of the fragments
The 'Thickness' input gives the thickness of the cracks
The fiddling about with division-by-thickness, etc. gives a 0-1 range of distacnce inside the crack-mask, so it can be put through a color-ramp to give the profile of the gold-bump.
The straight Black/White mask is sent off to be the factor between the gold, and background material.

The Texture Coordinate and Scale are branched off to keep a second, parallel Voronoi node in sync. with the above, distance-to-edge one...

The second Voronoi node generates the same pattern, but with different information. (Distance from feature-point, Position of feature-point, and random Color per cell.)
Here, we've tapped out the Red channel of the random color, which gives us a random number between 0 and 1 per cell. The 'Multiply Add' makes a crude sort of seed, to change the random options; keep the Multiply much larger than the number of choices. The result is a randomish number between 0 and 10 per cell.
The number can be used as a switch by cascading Mixes, between shaders, or colors, or anything else...

Above are a couple of entries. If the random number is less than 3, the output is the result of the mix so far. Otherwise, the new color. Then the mix is handed on down the chain. In this example, the switch is between image textures. The overall result is a random-image-per-cell.
The whole tree looks like this:

This is the sort of result:

A simplified version, mixing 5 colors..